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Tak & Lug

Influence v1 | Optional Tak Lug | 5x Heavy Throw Spam | Pure Status / Influence | 1999

by last updated 4 months ago

950

Take active defense to new heights with this deadly flying shield and brutal blade. Throw the shield with a unique Heavy Attack, inflicting Blast Status Effects and dealing damage in a wide area.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ATTACK SPEED
1.00
CRITICAL CHANCE
21%
CRITICAL DAMAGE
1.9x
RANGE
2.50m
RIVEN DISPOSITION
0.50
STATUS CHANCE
31%
DAMAGE
 IMPACT
39.4
 SLASH
157.6
TOTAL Damage
197.0
AVERAGE HIT
234.2
SUSTAINED DPS
234.2
Guide
0 Comments
Tak & Lug builds
Builds by Depravety

Influence v1 | Optional Tak Lug | 5x Heavy Throw Spam | Pure Status / Influence | 1999

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Revision Log:

v 1.X.X >> Build identity changes / Complete build overhaul
v X.1.X >> Central idea stays; only mod order changes / or Major guide rework
v X.X.1 >> No change in setup; Minor guide edits only

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Why do we use?

"Heavy Attack throws the shield, traveling ~15 meters and explodes three times in a ? meter radius dealing Blast damage before returning.

- The shield is thrown horizontally in front of the user. If the user's elevation changes during the heavy attack, the shield will descend accordingly.
- If the user pans right or left during the heavy attack animation, the shield will likewise sweep and can hit additional targets.
- Increasing range on the weapon will increase the distance traveled by the heavy attack and radius of the AOE blast explosion."

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This setup largely follows the same strat we used for Argo and Vel, a heavy attack spam setup designed to throw influence at range

G Reflex? -- For initial combo but more importantly, combo efficiency stacking with Focus Energy for 90%. Forcing a reliance on Kai when we want to aim / time our heavy glaive throw properly doesn't mix, so its better for us to just go raw efficiency

PPP -- Necessary base damage

P Reach -- This increases range of shield throw as well as radius of blast aoe, making reach an absolute necessity

Weeping Wounds -- Necessary status chance

DEFAULT Elementalist -- For general multix status damage and heavy wind up speed

Smite -- For double dipping electric and triple dipping influence, must slot if able.

  • Smite is optional, tradable for Blood Rush and must then swap Shocking Touch for G Steel.

Focus Energy + Shocking Touch -- Stacking efficiency + electric for influence.

Influence -- For distance aoe clearing with electric which is multiplied by modded electric and triple dipped from Smite

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What the Hell is 'Double Dipping'?

People often use 'dipping' out of context and wrong, so i will explain. Dipping refers to when a specific value or multiplier appears in multiple damage formulas during the final damage calculation.

When it IS double dipping -- One value is applied to multiple formulas, say (1x) Our Smite multiplier appears once in base damage formula, (2x) a second time in status DoT formula, and in our case, (x3) Smite appears a third time in the formula for Melee Influence. Our Smite mod has been therefore 'triple dipped'.

When it is NOT dipping – One value is applied to a single formula multiple times, this is when a value is squared, not double dipped. For example, and to stay with the topic, some people like to say that electric is able to double dip from enemy part multipliers and triple dip from faction bonuses, but this is not how that works. When electric counts part multipliers a second time, it is doing so in the same damage formula, so electric is squaring the bonus, not double dipping it. So in such case we would say that electric is squaring (applying twice) a headshot bonus and double dipping a faction mod.